CrystalSpace

Public API Reference

Public Member Functions
CS::Physics::Bullet::iRigidBody Struct Reference

The Bullet implementation of iRigidBody also implements this interface. More...

#include <ivaria/bullet.h>

Inheritance diagram for CS::Physics::Bullet::iRigidBody:
CS::Physics::Bullet::iBody iBase

List of all members.

Public Member Functions

virtual BodyState GetDynamicState () const =0
 Return the current state of the body.
virtual iKinematicCallbackGetKinematicCallback ()=0
 Get the callback used to update the transform of the kinematic body.
virtual float GetLinearDampener () const =0
 Get the linear dampener for this rigid body.
virtual float GetRollingDampener () const =0
 Get the angular dampener for this rigid body.
virtual void MakeKinematic ()=0
 Set a body in the kinematic state, ie the motion of the body is controlled by you, but it interacts with the dynamic simulation.
virtual void SetDynamicState (BodyState state)=0
 Set the current state of the body.
virtual void SetKinematicCallback (iKinematicCallback *callback)=0
 Set the callback to be used to update the transform of the kinematic body.
virtual void SetLinearDampener (float d)=0
 Set the linear dampener for this rigid body.
virtual void SetRollingDampener (float d)=0
 Set the angular dampener for this rigid body.

Detailed Description

The Bullet implementation of iRigidBody also implements this interface.

See also:
iRigidBody CS::Physics::Bullet::iSoftBody

Definition at line 642 of file bullet.h.


Member Function Documentation

Return the current state of the body.

Get the callback used to update the transform of the kinematic body.

virtual float CS::Physics::Bullet::iRigidBody::GetLinearDampener ( ) const [pure virtual]

Get the linear dampener for this rigid body.

virtual float CS::Physics::Bullet::iRigidBody::GetRollingDampener ( ) const [pure virtual]

Get the angular dampener for this rigid body.

virtual void CS::Physics::Bullet::iRigidBody::MakeKinematic ( ) [pure virtual]

Set a body in the kinematic state, ie the motion of the body is controlled by you, but it interacts with the dynamic simulation.

You may need to set a callback with SetKinematicCallback() to let the dynamic system know how to update the transform of the body.

See also:
SetDynamicState() iRigidBody::MakeStatic() iRigidBody::MakeDynamic()
virtual void CS::Physics::Bullet::iRigidBody::SetDynamicState ( BodyState  state) [pure virtual]

Set the current state of the body.

See also:
iRigidBody::MakeStatic() iRigidBody::MakeDynamic() MakeKinematic()

Set the callback to be used to update the transform of the kinematic body.

If no callback are provided then the dynamic system will use a default one.

virtual void CS::Physics::Bullet::iRigidBody::SetLinearDampener ( float  d) [pure virtual]

Set the linear dampener for this rigid body.

The dampening correspond to how much the movements of the objects will be reduced. It is a value between 0 and 1, giving the ratio of speed that will be reduced in one second. 0 means that the movement will not be reduced, while 1 means that the object will not move. The default value is 0.

See also:
iDynamicSystem::SetLinearDampener()
virtual void CS::Physics::Bullet::iRigidBody::SetRollingDampener ( float  d) [pure virtual]

Set the angular dampener for this rigid body.

The dampening correspond to how much the movements of the objects will be reduced. It is a value between 0 and 1, giving the ratio of speed that will be reduced in one second. 0 means that the movement will not be reduced, while 1 means that the object will not move. The default value is 0.

See also:
iDynamicSystem::SetRollingDampener()

The documentation for this struct was generated from the following file:

Generated for Crystal Space 2.0 by doxygen 1.7.6.1